Documentation

Linglib.Phenomena.Emotion.Studies.HoulihanEtAl2023

@cite{houlihan-kleiman-weiner-hewitt-tenenbaum-saxe-2023} — Emotion Prediction as #

Computation over a Generative Theory of Mind

Houlihan, Kleiman-Weiner, Hewitt, Tenenbaum & Saxe. Phil. Trans. R. Soc. A 381: 20220047.

Overview #

Emotion prediction = inverse planning + computed appraisals + emotion concepts.

Module 1 (Inverse Planning): Observers infer a player's social preferences (ω_Money, ω_AIA, ω_DIA) and beliefs (π_{a₂}) from their action in a Split-or-Steal game, using Bayesian inversion of a forward planning model with Fehr-Schmidt social utility.

Module 2 (Computed Appraisals): Four appraisal types (AU, PE, CFa₁, CFa₂) computed over three utility domains (monetary, AIA, DIA) × two perspectives (base, reputational), yielding a 19-dimensional appraisal space.

Module 3 (Emotion Concepts): Each of 20 emotions is a specific sparse readout (β weights) over the shared appraisal space. The learned readout structure (Fig. 4) is unique for each emotion — a reverse-engineered computational appraisal theory.

Key Results #

  1. Social preferences (not just monetary) are necessary: the SOCIALLESION model (ccc = 0.663) is much worse than COMPUTEDAPPRAISALS (ccc = 0.854).
  2. Inverse planning is necessary: the INVERSEPLANNINGLESION model (ccc = 0.762) can't predict why-dependent emotions (envy, gratitude).
  3. Different emotions load on different utility domains: envy is specifically about DIA, guilt about reputational AIA.

File Structure #

Domain-refined profiles abstracted from Fig. 4 of @cite{houlihan-kleiman-weiner-hewitt-tenenbaum-saxe-2023}. Each profile specifies signs for monetary (M), affiliation/AIA (A), and social equity/DIA (E) base domains, plus reputational (R).

Convention: .positive = β > 0, .negative = β < 0, .irrelevant = β ≈ 0.

These refine the qualitative profiles in Core by decomposing the collapsed base sign into three domain-specific signs.

Positive Emotions #

Joy: positive AU and PE on monetary.

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    Surprise: loads on |PEπ_{a₂}| — the absolute prediction error about the opponent's action. This is the paper's 19th appraisal dimension, distinct from the per-domain base PE dimensions (PE_base_{Money,AIA,DIA}). Placed in PE.reputational as the best available slot, since it concerns the social dimension (how unexpected was the opponent's choice?).

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      Pride: positive AU on monetary + reputational, positive CFa reputational.

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        Gratitude: positive AU/PE on monetary, negative CFo (opponent's alternative would have been worse — opponent was kind).

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          Relief: positive AU/PE, negative CFa (own alternative was worse).

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            Amusement: positive AU/PE/CFo on monetary.

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              Excitement: positive AU monetary, positive PE monetary + reputational.

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                Respect: positive AU reputational only.

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                  Negative Emotions #

                  Disappointment: negative AU/PE monetary, positive CFa (agent's alternative would have been better).

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                    Annoyance: negative AU/PE monetary.

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                      Fury: negative AU monetary + reputational, negative PE.

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                        Devastation: negative AU/PE monetary, negative CFo.

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                          Disgust: negative AU monetary + reputational.

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                            Social Emotions (domain-specific) #

                            Envy: negative AU monetary, positive CFo on DIA (social equity). The key domain-specific finding: envy is about disadvantageous inequality specifically — the opponent got more than the agent, and the opponent could have acted differently.

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                              Guilt: negative AU/CFa reputational. Purely about how the agent's choice appears to others — a reputational emotion grounded in AIA (the agent took advantage).

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                                Embarrassment: negative PE/CFa reputational across all dimensions. Purely reputational — no base loadings.

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                                  Regret: negative AU monetary, negative CFa monetary (own alternative was better).

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                                    Contempt: negative AU reputational only.

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                                      Sympathy: negative PE/CFo reputational.

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                                        Confusion: positive PE monetary + reputational.

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                                          All 20 domain-refined emotion profiles.

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                                            All 20 refined profiles have distinct weight matrices.

                                            All 20 refined profiles collapse to the corresponding qualitative profiles in Core. This is the single source of truth: the qualitative profiles ARE the refined profiles with domain information collapsed via DomainWeights.collapse.

                                            These theorems connect emotion profile structure to game-theoretic features, showing that the appraisal patterns are explained by the underlying social-cognitive computations.

                                            Envy's domain specificity: loads on DIA, not AIA or monetary for CFo. This distinguishes envy from disappointment (which is monetary).

                                            Guilt's reputational character: all base dimensions irrelevant. Guilt is about how the agent's choice appears, not its material effect.

                                            Gratitude requires opponent's counterfactual: the opponent could have acted differently (CFo negative on monetary).

                                            In Split-or-Steal, cooperating when opponent defects (CD) produces maximum disadvantageous inequality — the structural condition for envy.

                                            In Split-or-Steal, defecting when opponent cooperates (DC) produces maximum advantageous inequality — the structural condition for guilt.

                                            @cite{houlihan-kleiman-weiner-hewitt-tenenbaum-saxe-2023} validate the model via systematic lesion experiments:

                                            1. SOCIALLESION: Remove social preferences (ω_AIA = ω_DIA = 0). Predictions degrade for social emotions (envy, guilt, gratitude, respect). ccc = 0.663 vs. full model 0.854.

                                            2. INVERSEPLANNINGLESION: Remove inverse planning (use prior instead of posterior). Predictions degrade for intention-dependent emotions (envy, surprise, gratitude, pride, joy). ccc = 0.762.

                                            These lesions are formalized as restrictions on the appraisal computation.

                                            A lesion zeroes out specific appraisal dimensions.

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                                              @[implicit_reducible]
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                                              def HoulihanEtAl2023.instReprLesion.repr :
                                              LesionStd.Format
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                                                Apply a social lesion: zero out affiliation and socialEquity base signs.

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                                                  Apply social lesion to full refined weights.

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                                                    Under social lesion, envy's CFo becomes all-irrelevant — envy is indistinguishable from simple negative AU (≈ annoyance).

                                                    Under social lesion, guilt retains its reputational CFa loading (distinguishing it from contempt), but loses all domain-specific base information — the lesion degrades but doesn't eliminate guilt's distinctive profile.

                                                    Social value profile: the three Fehr-Schmidt preference weights inferred from an agent's action via BToM inverse planning.

                                                    This IS the Desire type for the Split-or-Steal BToM instantiation: the latent variable the observer infers in Module 1.

                                                    • ωMoney :
                                                    • ωAIA :
                                                    • ωDIA :
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                                                      A player with SocialValueProfile evaluates a game outcome using Fehr-Schmidt social utility. This is the paper's Eq. 3.1 for a single outcome (before expectation over opponent beliefs).

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                                                        Game→DecisionProblem bridges are defined in the SymmetricGame namespace for dot notation.

                                                        A symmetric game with beliefs about the opponent's action yields a material-payoff decision problem.

                                                        "Worlds" = opponent's possible actions. "Actions" = my possible actions.

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                                                          A symmetric game with Fehr-Schmidt social utility yields a social decision problem — the paper's Eq. 3.1 before expectation.

                                                          The preference weights (ωMoney, ωAIA, ωDIA) are the BToM Desire type for this domain: the latent variables the observer infers via inverse planning (Module 1).

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                                                            The social decision problem uses SocialValueProfile.evaluate as its utility function.

                                                            theorem HoulihanEtAl2023.fehrSchmidt_eq_combined3 (vSelf vOther α β : ) :
                                                            Core.fehrSchmidt vSelf vOther α β = RSA.CombinedUtility.combined3 1 (-α) (-β) vSelf (Core.disadvantageousInequality vSelf vOther) (Core.advantageousInequality vSelf vOther)

                                                            Fehr-Schmidt utility is a 3-component weighted sum — a special case of RSA.CombinedUtility.combined3 with negative social weights:

                                                            U_FS = 1·vSelf + (−α)·DI + (−β)·AI
                                                            

                                                            This connects the social cognition infrastructure (Core) to the RSA combined utility framework (Pragmatics.RSA.Core).

                                                            @cite{houlihan-kleiman-weiner-hewitt-tenenbaum-saxe-2023} show that observers infer agents' social value weights from actions. These inferred weights ground evaluative adjectives as intersective modifiers in the sense of @cite{kamp-1975}:

                                                            ⟦generous person⟧ = ⟦person⟧ ∩ {x | ω_AIA(x) > θ}
                                                            

                                                            The threshold θ makes them gradable (@cite{kennedy-2007}): "more generous" = higher inferred ω_AIA.

                                                            "Generous" as an intersective adjective meaning: ⟦generous N⟧(p) = N(p) ∧ ω_AIA(p) > θ.

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                                                              "Fair-minded" as an intersective adjective meaning: ⟦fair-minded N⟧(p) = N(p) ∧ ω_DIA(p) > θ.

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                                                                Evaluative adjectives grounded in BToM-inferred preferences are intersective: ⟦generous N⟧ = ⟦N⟧ ∩ {x | ω_AIA(x) > θ}.

                                                                theorem HoulihanEtAl2023.generous_selfish_exclusive (θ : ) (p : SocialValueProfile) (hg : p.ωAIA > θ) (hs : p.ωMoney > θ p.ωAIA < θ p.ωDIA < θ) :
                                                                False

                                                                Generous and selfish are contradictory at any threshold: generous requires ω_AIA > θ, selfish requires ω_AIA < θ.